Beispiel #1
0
    //移动控制,包括X轴移动、跳跃、下蹲;通过向移动组件“请求”实现。
    private void MoveControl()
    {
        if (platform == PlatformJudge.Platfrom.PC || platform == PlatformJudge.Platfrom.WEB_PC)
        {
            tempMovement.x = Input.GetAxis("Horizontal");
            movementComponent.RequestMoveByFrame(tempMovement, MovementPlayer.MovementMode.PlayerControl, Space.Self);

            if (Input.GetButtonDown("Jump"))
            {
                movementComponent.RequestJump();
            }
            if (Input.GetButton("Crouch"))
            {
                movementComponent.RequestChangeControlStatus(0f, MovementPlayer.PlayerControlStatus.Crouch);
            }
        }
        else
        {
            tempMovement.x = joystick.Horizontal;
            movementComponent.RequestMoveByFrame(tempMovement, MovementPlayer.MovementMode.PlayerControl, Space.Self);

            if (platformJudge.IsJump())
            {
                movementComponent.RequestJump();
                platformJudge.ClearJump();
            }
            if (joystick.Vertical < -0.5f)
            {
                movementComponent.RequestChangeControlStatus(0f, MovementPlayer.PlayerControlStatus.Crouch);
            }
        }
    }
Beispiel #2
0
    public override void ReleaseSpell()
    {
        GameObject target = thunderAbility.GetClosestTargetInList(thunderAbility.GetTargetInThunderCircle());

        if (target != null)
        {
            Vector2 targetPosition = target.transform.position;
            targetPosition.x += target.transform.localScale.x < 0 ? 2 : -2;
            movementPlayer.RequestMoveByFrame(targetPosition, MovementPlayer.MovementMode.Ability, Space.World);
            canFight.Attack(target.GetComponent <CanBeFighted>(), 1, AttackInterruptType.WEAK, ElementAbilityManager.Element.Ice);
        }
        //播放攻击动画
    }
Beispiel #3
0
 public override void ReleaseSpell()
 {
     movementComponent.RequestMoveByFrame(blinkBackPositions[(BBCurPointer + 1) % BBVectorSize],
                                          MovementPlayer.MovementMode.Ability, Space.World);
 }